Commit graph

307 commits

Author SHA1 Message Date
Ayub Ahmed
9936ed7833 Add Aquatex textures
These are textures by @jmickle66666666 who has given permission
for them to be submitted to the project.
2016-10-15 23:53:49 -04:00
Mike Swanson
2bd40ddafd lumps: restore health/shield references
Discussed in PR #292, this change was a bit pointless and driven by
too much eagerness to be different than Doom.  These terms are
well-accepted in the FPS genre and changing them will only be
confusing.

This partially reverts 2016-08-29T14:15:32Z!ayubahmed2240@gmail.com
2016-10-08 22:43:46 -07:00
Mike Swanson
e081ac986f Change quotes in AsciiDoc to left/right Unicode versions
GitHub’s AsciiDoc parser barfs on the standard AsciiDoc syntax to
represent such characters with only ASCII…  Well, everybody should
support UTF‐8 these days.  Let’s just use these directly.
2016-09-03 15:37:48 -07:00
Ayub Ahmed
1e2f595e34 Update dehacked.lmp
Revised Phase 2 screens and some monster name changes.
New/modified lines to the pickup messages, to make it feel unique.

Added better story screens for Phase 1.

Minor edits to Phase 2's story screens.

All levels in Phase 2 have been named:
-MAP06 (Voltcom9)
-MAP09 (Kristien "sajbear" Nilsen)
-MAP10 (Jewellds)
-MAP26 (DragonMorpheus)
-MAP27 (Voltcom9)

All levels, but C3M5, in Phase 1 have been named:
-C2M3 (Voltcom9)
-C3M4 (Voltcom9)
2016-08-29 10:15:32 -04:00
Simon Howard
6198796e95 dmxgus: Change instrument order to work around DMX.
The DMX sound library used by Vanilla Doom has a bug where instruments
referencing other instruments as stand-ins can only reference
instruments listed earlier in the file. Actually, the instrument
references are just arbitrary cross-reference tags and the first
instrument to use that tag is used for all instruments with that tag.
This behavior can have some strange effects; more information can be
found on David Flater's page: <http://www.flaterco.com/kb/DOOM/DMXGUS/>

This has consequences for Freedoom's GENMIDI generation, particularly
as Chocolate Doom now emulates this behavior. To avoid assigning the
wrong instrument mappings, change the ordering of instruments in the
output file, so that "leader" instruments always appear earlier in the
file than instruments that reference them.
2016-07-12 21:35:36 -04:00
Simon Howard
991ff8180e textures: Clean up textures.cfg.
The formatting on this file was all over the place. Reformat all lines
to consistent, fixed columns and remove all tab characters.
2015-12-24 17:40:43 +01:00
Simon Howard
0822248318 textures: Add Doom 1 versions of conflicting textures.
Some textures which appear in both doom.wad and doom2.wad are defined
differently in each. We were always using the same definition in both
Phase 1 and Phase 2, causing compatibility problems with some levels
which expected a particular version of the texture.

To resolve, add both versions of the conflicting textures, controlled by
a new DOOM1_VERSIONS #define that allows which the version to be
selected. Use the doom.wad versions for Freedoom: Phase 1, and the
doom2.wad versions for Freedoom: Phase 2. This resolves part of #194.
2015-12-24 17:17:01 +01:00
Simon Howard
254602c6db lumps: Add README files for some directories.
These deserve to be documented.
2015-12-24 12:29:25 +01:00
Simon Howard
758164748c genmidi: Remove old C code.
This is obsolete, and is only really kept around for posterity. The
code is already in the idgames archive as bsdmidi.zip.
2015-12-24 12:11:53 +01:00
Simon Howard
7902096915 lumps: Eliminate symlinks for texture lumps.
Copy these to the parent directory to avoid needing symlinks.
More progress towards #202.
2015-12-24 11:26:31 +01:00
Simon Howard
0324308f37 lumps: Eliminate symlinks for dmxgus/genmidi.
Get rid of the symlinks for these lumps by copying into the parent
directory after build. This brings more progress on #202.
2015-12-24 11:15:50 +01:00
Simon Howard
103cd74f4e lumps: Split out cph/misc-lumps.
This eliminates another author-name directory. PLAYPAL and COLORMAP
generation are separate operations that are really only very vaguely
related to one another. Move these into separate, logically-named
directories.

As part of this we eliminate the symlinks for the PLAYPAL and various
colormap lump files, and instead copy these into the parent directory
for use by deutex. This brings further progress on #202.
2015-12-24 11:12:31 +01:00
Mike Swanson
831cdac378 de-symlinkify: nick 2015-12-17 01:22:20 -08:00
Mike Swanson
f6e8744fc1 de-symlinkify: mechadon 2015-12-17 01:22:18 -08:00
Mike Swanson
5c2753f46b de-symlinkify: jond 2015-12-17 01:22:12 -08:00
Mike Swanson
e17a34d9ea de-symlinkify: fraggle 2015-12-17 01:22:01 -08:00
Mike Swanson
6d18e482b6 de-symlinkify: csabo 2015-12-17 00:24:59 -08:00
Mike Swanson
d0f166f07f de-symlinkify: chungy 2015-12-17 00:24:58 -08:00
Mike Swanson
1b766167ff de-symlinkify: catoptromancy 2015-12-17 00:24:57 -08:00
Mike Swanson
aa806dc2c3 de-symlinkify: amarande 2015-12-17 00:24:27 -08:00
Mike Swanson
3f45ebe315 lumps: new demo2, 3, 4 for Phase 2 2015-12-14 23:58:54 -08:00
NickZ
e59cf04fa6 lumps: New map08 demo1 for phase 2. 2015-12-14 22:00:21 -08:00
Mike Swanson
4459b2a47a lumps: new FreeDM demos 2015-12-14 20:42:38 -08:00
NickZ
10b2cdced6 lumps: new c2m7 demo2 and c4m2 demo4 2015-12-14 18:37:55 -08:00
Mike Swanson
8ce95051b6 lumps: new c1m7 demo1 2015-12-14 18:32:57 -08:00
Fabian Greffrath
d50addbf3d MAP05: Gameplay and compatibility fixes
- Remove the extraneous secret room accessible right from the start.
- Increase the floor height of sector holding the red fake key, so it
  is better visible from the outside.
- Entirely remove the dull rectangular sector that once surrounded the
  Doom logo.
- Change the texture of the wall leading to the backpack secret.
- Remove the teleport from the super-secret room (accessible from the
  backpack secret) that lead to the northern-most sector behind the
  bars, instead add a switch to the super-secret room to lower the three
  bars on the left of that sector.
- The three bars on the right of that sector are now lowered when the
  switch lowering the fake red key and unveiling the real red key is
  activated.
- Move the invisible secret switch revealing the rocket launcher
  secret to the switch at the northern end of the northern-most
  corridor (it is still hard enough to discover, after all).
- The three eastern blue bars are now directly switchable (just as
  their western counterparts), remove switches from the walls on
  either sides.
- Turn the sector surrounding the yellow key back into damaging lava
  (it is in a hell area after all), but leave it escapable.
- Also, turn the sector surrounding the rocket launcher back into
  damaging nukage.
- Replace the two Barons guarding the red key by Cacodemons.
- Replace a stuck demon in the yellow key area by a Chaingunner.
- Change linedef on lift into yellow/red key area to type 88.

- Baptize the map "Waste Water Basin" in 'lumps/fraggle/freedoom.bex'.

TODO: Thing placement!
2015-12-10 16:39:00 +01:00
Mike Swanson
7bd4940bdd lumps: show off Acquainted With Grief for demo3_p1
A fairly short unskilled demo played with keyboard-only.  Although the
map doesn't actually fully work in vanilla, I got killed before
problems would actually arise by playing it back in vanilla.
2015-08-19 18:46:44 -07:00
Angry Saint
ff49d49781 levels: new c3m9, "Acquainted With Grief" 2015-07-16 15:04:09 -07:00
Alexandre-Xavier Labonté-Lamoureux
2b3eac2a50 Update to my map (DM08) and change its name
Texture changes, muddy central floor, sexy exit door-tracks, aperture
inside corner walls and more changes on the left side of the map.
2015-03-06 00:17:52 -05:00
Mike Swanson
90fd6b1686 Cleanup __pycache__ directories with "make clean" 2014-10-29 00:37:42 -07:00
Simon Howard
27b04d1b9a colormap: Explicitly use integer division operator.
Division behaves differently in Python 2 and Python 3; in Python 3, an
integer is converted to a float when divided. To get consistent and
deterministic behavior regardless of the version of Python being used,
use the // integer division operator for this one calculation.
2014-10-28 04:58:25 +00:00
Simon Howard
02bd566362 Update other scripts to support Python 3 build.
A couple of scripts were not Python 3 compatible. Update smtextgen to
use print() instead of bare print, and update the texture build script
to use the correct binary mode for writing binary files.
2014-10-28 03:55:43 +00:00
Simon Howard
e47b69a064 genmidi: Update to support Python 3 build.
Tweak the code used to build the GENMIDI Lump so that it properly
supports Python 3 for build. Tested use cases were:
 * Normal build
 * a2i-to-sbi script to convert AdTrack2 instruments to SBI format
 * dumpgenmidi script to dump the instruments from a GENMIDI lump.
 * Running genmidi.py, sbi_file.py, a2i_file.py standalone to print the
   contents of files in their respective formats.
2014-10-28 03:55:22 +00:00
Mike Swanson
14ee3cf263 DEHACKED: change fist obituary to the correct order
Thanks to nub_hat for noticing that the killer/victim placements were
in the wrong places.
2014-10-18 16:50:48 -07:00
Mike Swanson
532c1b3992 DEHACKED: Name a whole bunch of Phase 2 levels
These come from Voltcom9 and JudgeDeadd on the Doomworld Forums, thanks!
2014-10-18 01:14:46 -07:00
Mike Swanson
02c626ca90 DEHACKED: un-name DM31/DM32, leaving them as a placeholders
The Wolfenstein 3D homages have been removed, and these names were
also based on Wolf3D.  Removing them to make it clearer that the
levels need new names.
2014-10-18 01:01:05 -07:00
Mike Swanson
e8a434dc19 levels: rename e*.wad to c*.wad in Phase 1
We're calling these chapters now instead of episodes, let's reflect
that.  Sorry if anyone gets confused at first :P
2014-10-13 21:59:57 -07:00
Mike Swanson
7356fe4dfa Use Voltcom9's suggestions for chapter titles in Phase 1
Also more consistently refer to the Phase 1 segments as chapters.
It's just another small bit of distancing from Doom.
2014-10-12 20:15:56 -07:00
Mike Swanson
b15154cfa5 BEX: Change level name capitalization based on standard English rules 2014-10-12 19:04:54 -07:00
Mike Swanson
12edc87301 lumps: Complete set of demos for FreeDM! (closes #15) 2014-10-12 01:54:19 -07:00
Mike Swanson
bef94ddc32 lumps: move demos to a subdirectory by author like everything else
Because fraggle questioned this peculiarity.
2014-10-11 12:53:56 -07:00
Simon Howard
6abaae20dd lumps: Add MAPINFO for FreeDM.
In ZDoom-based ports, this removes the text intermission screens
that are intended to show story text (which is redundant for FreeDM).
It also makes the game loop back to MAP01 after MAP30 so that you can
keep playing endlessly.

Unfortunately this doesn't work in Odamex or ZDaemon, but it has been
tested in ZDoom and Zandronum. Odamex and ZDaemon are based on an
older version of ZDoom that does not support the newer MAPINFO
syntax, only an older, Hexen-style syntax. This old syntax does not
appear to be sufficient to accomplish what is desired here - at least,
not without potentially breaking things like Dehacked patches that
change the level name.

This fixes #111.
2014-10-11 16:00:35 +00:00
Catoptromancy
3163f62207 lumps: New full set of demos for Phase 1+2
Phase 1 demos were recorded with -complevel 3, Phase 2 demos were
recorded with -complevel 2. This resolves #13.
2014-10-10 23:12:27 -07:00
Mike Swanson
ac90c128b9 lumps: Rename demo files to reflect Phase 1/2 naming scheme 2014-10-10 22:57:58 -07:00
Simon Howard
c1ea99b483 dehacked: Use https: version of website link.
Github now provides encrypted https: access to its github.io pages.
Use the https: equivalent URL instead of the unencrypted http:
version. Update the CREDIT screen text to do the same.
2014-10-03 05:16:39 +00:00
Simon Howard
a41a6e6a86 dehacked: Remove custom messages for secret levels.
The C5TEXT and C6TEXT messages had custom messages for particular
levels that are no longer present in those slots now that the FreeDM
level order has changed. Change these so that they just match the
message shown for the other story screens instead.
2014-10-03 05:13:22 +00:00
Simon Howard
977ea8090b patches: Add dummy level sign.
On the dummy.wad level used as a stand-in for levels that don't
exist yet, show a computer sign on the wall that gives a brief
useful message encouraging people to contribute to the project.
2014-09-29 04:33:38 +00:00
Simon Howard
7d24f26b01 dehacked: Add Doom version, Patch format headers.
ZDoom's dehacked parser actually is stricter than some other source
ports in requiring that these headers must be present if the
"Patch File for DeHackEd" header is present, and rejects files that
are missing them. Add these in so that the dehacked lumps load
properly.
2014-09-22 00:56:31 +00:00
Simon Howard
335927bd5c textures: Add dummy entries for colormaps.
Add some dummy texture entries that match the colormaps stored in the
single player IWADs. This allows levels that use colormaps to at least
be loaded in non-Boom compatible source ports, even though the rest of
the levels might not work properly. It doesn't seem to do any harm.
2014-09-22 00:18:20 +00:00
Jeremy Elder
e40ae42637 patches: Remove arrow from exit sign.
Having an arrow on the exit sign makes some levels confusing, as the
arrow can sometimes be pointing in the wrong direction or be
otherwise misleading. There is some discussion on Doomworld:
http://www.doomworld.com/vb/post/1303596

As the arrow version still looks quite nice, keep it around as a
second exit sign texture (EXITSGN2); include both the red and the
green versions.
2014-09-13 23:18:07 -04:00